I've looked a bit at Breadth-First and Depth-First search algorithms and I think I've got a pretty good idea of how they work.
Now I am here : Link
The problem is I don't see how a 2D grid can help with a 3D game. I suppose that wouldn't be a problem if the 3D game didn't have the AI explore multiple levels of a building, but since that is most often what occurs, I am not sure how I would "simplify" my static level geometry and my physics-dynamic changing scene into a structure that can be easily be traversed to determine a path to a goal node.
